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<section id="module-evennia.contrib.base_systems.ingame_python.eventfuncs">
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<span id="evennia-contrib-base-systems-ingame-python-eventfuncs"></span><h1>evennia.contrib.base_systems.ingame_python.eventfuncs<a class="headerlink" href="#module-evennia.contrib.base_systems.ingame_python.eventfuncs" title="Permalink to this headline">¶</a></h1>
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<p>Module defining basic eventfuncs for the event system.</p>
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<p>Eventfuncs are just Python functions that can be used inside of calllbacks.</p>
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<dl class="py function">
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<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.deny">
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<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">deny</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#deny"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.deny" title="Permalink to this definition">¶</a></dt>
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<dd><p>Deny, that is stop, the callback here.</p>
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<p class="rubric">Notes</p>
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<p>This function will raise an exception to terminate the callback
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in a controlled way. If you use this function in an event called
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prior to a command, the command will be cancelled as well. Good
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situations to use the <strong>deny()</strong> function are in events that begins
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by <strong>can_</strong>, because they usually can be cancelled as easily as that.</p>
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</dd></dl>
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<dl class="py function">
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<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.get">
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<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">get</code><span class="sig-paren">(</span><em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#get"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.get" title="Permalink to this definition">¶</a></dt>
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<dd><p>Return an object with the given search option or None if None is found.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Keyword Arguments</dt>
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<dd class="field-odd"><p><strong>searchable data</strong><strong> or </strong><strong>property</strong> (<em>Any</em>) – </p>
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</dd>
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<dt class="field-even">Returns</dt>
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<dd class="field-even"><p>The object found that meet these criteria for research, or
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None if none is found.</p>
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</dd>
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</dl>
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<p class="rubric">Notes</p>
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<p>This function is very useful to retrieve objects with a specific
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ID. You know that room #32 exists, but you don’t have it in
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the callback variables. Quite simple:</p>
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<blockquote>
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<div><p>room = get(id=32)</p>
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</div></blockquote>
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<p>This function doesn’t perform a search on objects, but a direct
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search in the database. It’s recommended to use it for objects
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you know exist, using their IDs or other unique attributes.
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Looking for objects by key is possible (use <strong>db_key</strong> as an
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argument) but remember several objects can share the same key.</p>
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</dd></dl>
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<dl class="py function">
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<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.call_event">
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<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">call_event</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em>, <em class="sig-param"><span class="n">event_name</span></em>, <em class="sig-param"><span class="n">seconds</span><span class="o">=</span><span class="default_value">0</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#call_event"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.call_event" title="Permalink to this definition">¶</a></dt>
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<dd><p>Call the specified event in X seconds.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Parameters</dt>
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<dd class="field-odd"><ul class="simple">
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<li><p><strong>obj</strong> (<em>Object</em>) – the typeclassed object containing the event.</p></li>
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<li><p><strong>event_name</strong> (<em>str</em>) – the event name to be called.</p></li>
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<li><p><strong>seconds</strong> (<em>int</em><em> or </em><em>float</em>) – the number of seconds to wait before calling
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the event.</p></li>
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</ul>
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</dd>
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</dl>
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<p class="rubric">Notes</p>
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<p>This eventfunc can be used to call other events from inside of an
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event in a given time. This will create a pause between events. This
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will not freeze the game, and you can expect characters to move
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around (unless you prevent them from doing so).</p>
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<p>Variables that are accessible in your event using ‘call()’ will be
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kept and passed on to the event to call.</p>
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<p>Chained callbacks are designed for this very purpose: they
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are never called automatically by the game, rather, they need
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to be called from inside another event.</p>
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</dd></dl>
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